文本显示和Command大修
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@@ -14,7 +14,7 @@ namespace Continentis.Mods.Basic.Cards
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AddLogicComponent<CardLogicComponent_Attack>();
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}
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protected override CommandBase PlayEffect(List<CharacterBase> targetList)
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protected override List<CommandBase> PlayEffect(List<CharacterBase> targetList)
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{
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base.PlayEffect(targetList);
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@@ -22,12 +22,28 @@ namespace Continentis.Mods.Basic.Cards
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templates.Add(new Cmd_PlayAnimation(user.characterView, "Attack"));
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for (int i = 0; i < GetAttribute("AttackCount"); i++) //多段攻击(段数可变)情况的处理
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{
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templates.Add(new Cmd_ParamFunction<CharacterBase>(0.4f, target => user.Attack(target, GetFinalDamage(target))));
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templates.Add(new Cmd_ParamFunction<CharacterBase>(0.4f, target =>
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{
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user.Attack(target, GetFinalDamage(target));
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Debug.Log("攻击命令触发");
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}));
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}
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CommandGroup occupiedGroup = new CommandGroup(ExecutionMode.Sequential, new Cmd_Function(1, ()=>
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{
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Debug.Log("不插队指令,先于攻击触发,如果先执行抽牌说明插队成功");
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}));
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CommandGroup mainGroup = TargetListCommandGroup(targetList, ExecutionMode.Sequential, ExecutionMode.Sequential, templates.ToArray());
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return mainGroup;
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CommandGroup finalGroup = new CommandGroup(ExecutionMode.Sequential, new Cmd_Function(()=>
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{
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Debug.Log("不插队指令");
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}));
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CommandGroup firstGroup = new CommandGroup(ExecutionMode.Sequential, new Cmd_Function(()=>
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{
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Debug.Log("插队指令,先抽牌");
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}), new Cmd_DrawCards(user.deckSubmodule, 1));
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firstGroup.insertAtFirst = true;
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return new List<CommandBase> { occupiedGroup, mainGroup, finalGroup, firstGroup };
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}
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public override void ApplyAttributeChangesByCard()
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